40 lines
2.0 KiB
Plaintext
40 lines
2.0 KiB
Plaintext
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BEFORE YOU START:
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- you need Unity 2021.3+
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- you need URP SRP pipline 12.1 if you use higher please import 12.1 support pack.
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- wind setup is in wind prefab at each scene
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Be patient URP RP tech is still fluid and fresh...
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Step 1 - Setup Shadows and other render setups. Find File "UniversalRP-HighQuality"
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- Be sure you use Deffered render in "UniversalRenderer" file. It increase fps about 30-50%.
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- Change shadow distance to 200 or higer
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- Turn on "Opaque Texture" this will fix water translucency and distortion
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- Turn on "Depth Texture" this will fix water visibility at playmode
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- Optionaly use 1k or 2k shadow resolution. We used 2k.
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- Turn on HDR if its turned off
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Step 2 - Setup render type. Find File "UniversalRenderer"
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- Be sure you use Deffered render in that file. It increase fps about 30-70%.
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Step 3 Go to project settings:
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- Player and set: Color Space to Linear
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- Quality settings: Go to quality settings and:
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* use ultra level
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* turn turn off vsync
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* lod bias should be around 1.5-2 and 1 for low end devices.
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Step 4 Find "Autumn Valley Scene" and open it.
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Step 5 - HIT PLAY!:)
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Step 6 - Make note that unity often compile shaders even after you hit play for long time, so performance will rise up after unity end shader compilation
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Wait a moment until it end.
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At urp and hd rp seams unity SRP batched batches are not counted as saved by batching so they can lead to misunderstanding.
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At unity standard render scene got 800-1200 batches and rest is saved by batching.
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At hd and urp there is alot more batches in counter but unity don't show how much of them are batched by srp batcher.
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In the past unity count srp batches into save by batching now it's not. We use srp batcher in hd and urp scenes so stats value can lead to misunderstanding.
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About scene construction:
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- There is post process profile: Manage post process by scene post process object.
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- Prefab wind manage wind speed and direction at the scene
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